Interactive action figures for gaming systems

ABSTRACT

An action figure is provided with a serial number that provides an access code which allows owners to engage in enjoyable games or other activities via the Internet or other gaming systems. The interactive action figure system comprises a toy, statue, or other three-dimensional figurine with a serial number, and preferably a computer network accessible over the interne and a particular gaming framework managed by a network device. Owners of action figure toys may “log onto” the network using the action figure serial number as an access code to activate a particular computer character identity and participate in games such as hand-to-hand combat games, action-adventure series, or learning games. The action figure may be, for example, a warrior, sports figure, doll or teddy bear to appeal to a wide range of users. Once a particular character is activated, game play proceeds according to preset rules. The game character&#39;s traits, powers, and other features may be enhanced or otherwise modified by purchasing preferably-three-dimensional accessories and inputting serial numbers into the gaming system that are also supplied with the accessories.

This application is a continuation of U.S. patent application Ser. No.12/257,496 filed on Oct. 24, 2008, which is a continuation of U.S.application Ser. No. 10/884,002, filed Jul. 2, 2004, which claimsbenefit of provisional application number 60/484,834, filed Jul. 2,2003, the entire contents of which are hereby incorporated herein bythis reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

This invention relates generally to gaming platforms available on theInternet, computer CDs, or other gaming systems. More specifically, thisinvention relates to an action figure and/or three-dimensionalaccessories that include access codes enabling users to engage invarious games and activities wherein the particular action figure andaccessories are reflected in an electronic identity corresponding to theaccess codes.

2. Related Art

The advancement of the Internet has brought about many opportunities forusers to engage in games and other activities including those in whichindividual users compete against one another. These games and activitiesallow users to interact in various capacities. For example, some gamingplatforms allow users to play simple card games against one another,while others allow Internet users to compete against their peers inaction and/or adventure simulations such as those in which variouscharacters duel in hand-to-hand combat.

In U.S. Pat. No. 5,964,660 (James et al.) an Internet gaming system isdisclosed that allows a large number of computer users running a Webbrowser to play a game via the network. Users input moves and becomeapprised of the state of the game, using the basic input/outputfunctions of their browser.

U.S. Pat. No. 6,276,672 B1 (Vance) teaches a remotely accessible game,such as an Internet game, to encourage consumers to purchase specificproducts. When a product like a bottle of water is purchased, an accesscode is provided inside the label or beneath the cap. Using the accesscode as a login password, consumers may take part in a particular game.

US Patent Application No. US2002/0183119A1 (Fessler) describes anexternal game enhancer that may be used with an electronic gamingsystem. The game enhancer may be a small plug-in external item,containing storage memory, which can be quickly and directly connectedto the electronic gaming platform so that the memory is accessible bythe gaming machine when the game is played. The game enhancer may bebuilt into a toy or consumer product like a key chain.

U.S. Pat. No. 6,616,532 B2 (Albrecht) also describes a game enhancementsystem that provides a consumer product with a memory device that may betransferred to the game memory for enhancing the functionality of theelectronic game. Alternatively, a pass word for enhancing thefunctionality of the electronic game may be provided to a consumer uponpurchase of a product.

SUMMARY OF THE INVENTION

The invention comprises a gaming platform and/or an action figureadapted to interact with the gaming platform. The characteristics of acomputer game character are related to a customizable action figure thatmay, in itself, be a source of entertainment or a display item for userseven when said users are not connected to the gaming platform. Thecustomizable action figure may provide access for game users toparticipate remotely in games and/or other activities via the Internetor other computer or game programs. Alternatively or additionally, thecustomizable action figure may allow game users to enhance thecharacter/team, for example, by changing their characteristics, such asattributes, powers, weapons, equipment, experience points, levels,feats, strengths, weaknesses, etc. This access and/or enhancement may beprovided by inputting, into the gaming platform, one or more serialnumbers that are associated with the action figure and/or accessoriesfor the action figure. Preferably, the gaming platform is adapted tosave the character with its enhanced attributes, so that the user maylater return to the game with the character in the same condition aswhen the user left the game. The action figure may provide not onlyaccess or enhancement to an enjoyable activity via its interaction withthe Internet or other gaming platform, but also a source ofentertainment in its physical, toy form.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic view of one embodiment of an invented interactivegaming platform accessible via the Internet.

FIG. 2 is a perspective view of one embodiment of the inventedinteractive action figure in an Internal gaming platform, displayed on acomputer screen.

FIG. 3 is a perspective view of one embodiment of an action figureholding two accessories, and having a serial number on the leg surface(which is shown enlarged to the side of the leg).

FIGS. 4A, 4B, 4C, 4D, and 4E illustrates embodiments of some possibleaccessories that may be purchased for the action figure of FIG. 3, andthat may have their serial numbers input into the gaming platform ofFIG. 1 to modify/enhance the game character of FIG. 2.

DETAILED DESCRIPTION OF THE INVENTION

In preferred embodiments of the invention, each action figurecorresponds to a different computer identity, or character, in a varietyof different gaming platforms managed by remote servers, and/or in othercomputer or game programs. When the action figure and/or programming isdesigned or and manufactured, information based on the physicalattributes of the action figure is programmed into the server/program tocreate the particular character identity in the gaming platform. Aserial number is provided on or with the action figure, either on asurface of the action figure or in the packaging for the action figure.For example, the serial number may be provided by etching, molding, oradhesive or tied-on label. Alternatively, the serial number may beprovided by including it on or inside the packaging for the actionfigures, for example, on a tag, sheet, or ID tag inside the box.Preferably, the serial number is not visible from the outside of thepackaging, so that a consumer may not see or record the serial numberuntil he/she purchases the action and opens the packaging. The serialnumber may be a number and/or letters, and may or may not convey, whensimply read or viewed by the consumer, information about the character,accessory, or characteristic. For example, a serial number may be styledsuch as: 1035589, SM1035589, SUPERMANSTRENGTH1035589, 4011856, H4011856,HEALTH4011856, etc. Any number of action figures may be supplied with asingle serial number. For example, different superhero action figurespreferably will have different serial numbers, for example, one serialnumber for all Spiderman™ action figures, and a different serial numberfor all Green Goblin™ action figures. Or, a certain portion of a singlesuperhero may have one serial number and another portion of that samesuperhero may have a different serial number. Or, every action figuremay have a different serial number. Other system of serial numbers maybe designed.

When the action figure is purchased, the owner of the action figure usesthe serial number provided with the action figure as an access codeto 1) access a game/activity; and/or 2) access a character in thegame/activity, depending on the embodiment of the gaming platform. Theprogramming and instructions may instruct the owner to input all of theserial number, or a portion of the serial number (such as the numbersonly). Once the game and/or the character is activated, the charactermay, for example, compete against similar characters, embark on anadventure alone, or join a team of other characters in a competition oradventure.

Further, owners of such action figures may modify/enhance their gameplatform characters by purchasing accessories, each of which preferablyis also are provided with a serial number. Upon registering the serialnumbers of the various accessories with a particular electroniccharacter, by inputting the accessory serial number into the gamingplatform, these accessories become part of the identity of the gamecharacter for future use. These accessory items, for example, may beitems or attributes, to make a character stronger, more dangerous, livelonger, brandish different weapons, etc.

The action figures are preferably three-dimensional figures, in the formof miniature humans, superheros, animals, gods, mythical persons orbeasts, robots, for example. Preferably, each of the action figures hasvisible features, such as body parts; hair, fur, feathers; clothing orarmor; facial expressions; logos; or other features that make the actionfigure identifiable. These features may be molded, painted, attached orotherwise connected or provided on the action figure. The action figuresmay or may not have joints, bending limbs or parts, or other moveableparts. Some or all of these features are the information that isprogrammed into the character in the gaming system, at least to anextent that the viewer/player of the game, once the game character isaccessed (preferably by the serial number on the three-dimensionalaction figure), recognizes that the character is the sameperson/animal/entity as the action figure. So, the action figure may besaid to “visually correspond” to the electronic/computer game character,or to “be in the likeness of” the electronic/computer game character,and vice versa. Thus, the three-dimensional, physically tangible actionfigure has a substantial resemblance to the two-dimensional, digitalcharacter in the computer/game.

The “accessories” described above are preferably also three-dimensional,physically tangible items, purchased at a store, through a catalog, overthe internet, or otherwise acquired. The accessories preferably areitems that are miniatures of items that the action may be dressed in,ride on or in, fight with, or otherwise use in a hand, paw, claw, etc.Such items would be armor, leather couplets, chain mail, helmets,swords, guns, knives, laser weapons, grenades, horses, motorcycles,tanks, helicopters, etc. Thus, these items have a substantialresemblance to the enhancement that is being unlocked by the item'sserial number, and these items may be attached to, held by, or mountedby, the action figure. Alternatively, the accessories may be items thatare symbols of less tangible traits, such as health, strength, courage,wisdom, intelligence, weakness, etc. Such accessories may be a medallionor badge shaped like a small clenched first for “strength”; aheart-shaped medallion or badge for “health”; a book-shaped medallion orbadge for “wisdom”, for example. Preferably, the accessory representingthe less tangible trails are medallions or badges or other forms thatcan be attached to the action figure and that are sized appropriatelyfor the size of the action figure. Other shapes or forms may be used,such as a plate, a banner, a tag, or simply an item to be placed besidethe action figure. As with the action figure, the serial number may beapplied directly onto the accessory item or in or on packaging for theaccessory. As with the action figure, preferably the serial number isnot visible to the consumer/owner until he or she opens the package.

Each time game play is suspended, information regarding the changingcharacteristics of the game “player” (the character) is stored on theserver so that each time the game is accessed the most current “player”is retrieved. If there is only one game “player” active in a game, theuser may stop play at any time and save his or her information. Whenmore than one user is involved, play may be halted at any break in theaction or at such point all users agree to stop. At some time in thecourse of game play, the character may become weaker or die. At thispoint, owners of the action figure may purchase additional strength orlives for their character or pay to have their character resurrected orcloned so that they can continue playing the game.

Referring now to the figures, an embodiment of an interactive actionFIG. 10 for use with Internet gaming platforms 20 is illustrated. Theinteractive action figure comprises an action figure toy 10 whichcontains a serial number 25 corresponding to a specific computeridentity or game character 30. The character 30 may be brought to lifewithin a specific gaming network using the serial number 25 as a firstaccess code. Providing the required access code 25 to the appropriatenetwork server 40 or managing device activates the particular character30 within the gaming framework. Once activated, the character 30proceeds in the game according to the rules of the game. For example,the character 30 may compete in hand-to-hand combat against anothersimilar character or embark upon an adventure alone.

Preferably, the invented interactive action FIG. 10 may take manyphysical forms to appeal to a wide range of users. For example, theaction figure may be a warrior, a sports figure, a casino gambler, adoll, or a teddy bear. The specific gaming platform may then be designedaround the particular figure and its intended audience. For example, ateddy bear may be intended for children and an appropriate computeridentity may embark on an adventure that teaches valuable skills orlessons along the way. Alternatively, a warrior may appeal to a moreadult audience. Consequently, its character may participate in a streetfight or other intense or dangerous competition.

In a preferred embodiment, the gaming platform connects (50) a largenumber of individual users owning action figures and their correspondingcomputer identities, as shown in FIG. 1. Within the gaming platform, thecharacters may be formed into teams to compete in, for example, a soccergame, rugby competition, or a war (60). However, connecting users is notnecessary so long as the individual user may access the appropriatecomputer identity using the action figure serial number and engage in anenjoyable activity via the Internet. Preferably, a centralizedmanagement device continually stores and updates character informationas game play proceeds so that users may quit at any time and return tothe game later and retrieve the most “current” computer identity fortheir action figure. For example, if a user completes a level in a game,this information would be stored and the user would not have to returnto this level in the future. Preferably, where many users are active ina single game, users may quit at any time there is a break in play orwhen all users agree to suspend play.

One of many possible embodiments of an invented interactive action FIG.10 on the Internet is depicted in FIG. 2. This action FIG. 10 is shownin FIG. 3 in his basic form, with two weapon accessories 70, 75 alreadyadded. Additional accessories are shown in FIGS. 4A-4E, including boots80, chest armor 90, face mask 85, arm armor 95, and wisdom (book)accessory 100. One may note the close resemblance between the actionFIG. 10 in FIG. 3 and the game character 30 of FIG. 2, wherein thecharacter has been enhanced with weapon accessories 70′, 75′, and boot80′, face mask 85′, and chest armor 90′ accessories).

As game play proceeds, users may update or modify their computercharacters by purchasing accessories for their action figures, forexample, according to the above description of accessories. Preferably,each accessory item has a serial number (125, 126, 127, 128, 129) or“secondary access code” with which it is associated, either by attachingor implanting the serial number to or in the accessory item, or byplacing the serial number inside the packaging. After inputting thefirst access code (preferably the action figure's serial number) intothe network managing system, one or more secondary access codes may beinput to update the existing computer character identity. As describedabove, such accessory items may be intangible; for example, anindividual may purchase accessory items that represent additional livesfor their computer character or strength enhancers that bolster theirchances of success. Alternatively, the accessory items may be physicalitems or equipment such as weapons or clothing as shown in FIG. 3.Inputting secondary codes for accessory items prompts the networkmanaging system to associate these items with the computer identitycorresponding to the first access code.

At some point in the course of game play, a specific character mayexpire within a particular gaming platform. For example, a character maydie in the midst of a battle or come to the end of a particular journeyafter all preceding levels have been passed. If this occurs, an actionfigure owner may pay to have their character revived (for example,resurrected, cloned, or refreshed). This revival procedure may involvepurchasing another action figure with an additional/updated serialnumber, or purchasing another serial number without buying anotheraction figure via a revival product or service associated with theparticular character, which may be distributed after payment is made tothe manufacturer of the action figures or the manager of the gamingsystem.

While the preferred embodiments are described as being adapted for usein an Internet gaming platform, other gaming platforms may be used. Forexample, computer CD games, or gaming systems of the types representedby the popular PS2™ or X-box™ systems, might be adapted for use inembodiments of the invention. For example, such systems may be adaptedto accept input of serial numbers to unlock games, characters, and/orcharacteristics of the characters, such as traits, weapons, weaknesses,etc. Therefore, while the current preferred embodiments include multipleusers of Internet games, other embodiments and especially futureembodiments may include non-Internet gaming systems for one or moreusers.

Although this invention has been described above with reference toparticular means, materials, and embodiments, it is to be understoodthat the invention is not limited to these disclosed particulars, butextends instead to all equivalents within the scope of the followingclaims.

I claim:
 1. A method for providing a computer activity to a user, saidmethod comprising the steps of: registering a first product in responseto a primary access code being entered on a computer, the primary accesscode being associated with the first product; responsive to registeringthe first product, creating an identity for a character for use in thecomputer activity; further responsive to registering the first product,providing content for displaying a visual representation of thecharacter in the computer activity, the visual representation of thecharacter corresponding to the first product; registering a secondproduct on the computer in response to a secondary access code beingentered on a computer, the secondary access code being associated withthe second product; and responsive to registering the second product,providing an enhancement that is stored in association with the identityof the character for future use in the computer activity withoutrequiring the secondary access code to be entered again.
 2. A method forproviding a computer activity to a user, said method comprising thesteps of: registering a first-product on a computer, said registeringincluding accepting information input into the computer by the user;responsive to registering the first product, providing an item fordisplay in said computer activity, said item visually corresponding tosaid first product; registering a tangible second product on saidcomputer; and responsive to registering the second product, enhancingsaid item in said computer activity, wherein said item possesses a traitin said computer activity that involves an ability of said item in anetwork-hosted game environment over a communication network, and saidenhancing includes modifying the trait to alter the ability of said itemin said network-hosted game environment; and updating the identity ofthe item in a computer-readable medium so the trait, as modified, isaccessed when the item is subsequently used in the network-hosted gameenvironment subsequent to registering the second product withoutrequiring repeated registration of the second product.
 3. The method ofclaim 2, wherein said first product is one of an action figure, a doll,or a stuffed animal, and wherein said item is an animated character insaid computer activity.
 4. The method of claim 2, wherein saidinformation includes a first access code provided with said firstproduct.
 5. The method of claim 4, wherein said registering the secondproduct includes the step of accepting a second access code manuallyinput into the computer by the user.
 6. The method of claim 4, whereinthe first access code is a human readable code that was initially hiddenfrom the user.
 7. The method of claim 2, wherein said first and secondare each a tangible product, and said information accepted is manuallyinput by the user into the computer.
 8. The method of claim 2, whereinsaid information accepted comprises a human readable code manually inputby the user into the computer.
 9. A method for providing a computeractivity, said method comprising the steps of: providing a tangibleproduct with a unique first access code; providing an accessory with aunique second access code comprising human-readable text characters thatare to be manually entered into a user computer to register theaccessory and are packaged with the accessory at a time of purchase, butconcealed from view, wherein said accessory is an accessory to saidtangible product; registering said tangible product on a serverconnected to a network using said first access code; responsive toregistering said tangible product, providing an image in said computeractivity, said image substantially resembling said tangible product,wherein said image is provided such that it can be animated in saidcomputer activity based on a command received by said server;registering the accessory on said server by receiving said second accesscode manually entered on the user computer over a communication network;and responsive to registering the accessory, modifying a characteristicof said image in said computer activity.
 10. A method for providing acomputer activity on a computer, said method comprising the steps of:registering a first product on a computer, wherein the first productbelongs to a first class of products; responsive to registering thefirst product, providing a first item in said computer activity;registering a second product on said computer, wherein the secondproduct belongs to a second class of products different than the firstclass of products; responsive to registering the second product,enhancing said first item in said computer activity; and storing anenhancement of said first item resulting from said enhancing in acomputer-accessible database for future use without requiring repeatedregistration of said second product.
 11. The method of claim 10, whereinsaid enhancing includes modifying a trait of said first item in saidcomputer activity.
 12. The method of claim 10, wherein said firstproduct is one of an action figure, a doll, or a toy animal, and whereinsaid second product is an accessory to said first product that is otherthan any of said action figure, doll, or toy animal.
 13. The method ofclaim 10, wherein said enhancement includes extending use of said itemin said computer activity after use of said first item has expired. 14.The method of claim 10, wherein said first class is a class comprised ofaction figures, and where said second class is a class comprised ofaccessories to said action figures.
 15. The method of claim 14, whereinsaid second class is a class of weapons for accessorizing said actionfigures.